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Personal Experience (as Player)



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Characterizing and understanding game reviews
Characterizing and understanding game reviews
3.2 Personal Experience (as Player)
Game reviews often include first-person accounts of the experience the game reviewer had with the game in question. Sometimes, these personal narratives recount interesting actions carried out by the player. More often, however, they consist of descriptions of the emotions felt both during play as well as after. We note that sometimes, such as in the example of a racing game below, these firsthand descriptions may convey emotions that normally would not be associated with a particular game.
Quite quickly several of our games turned into insanely
comedic
Blues
Brothers
scenarios.
It
was
humiliating/hysterical to seethe inane blunders!” – Need for Speed Carbon (PS) Another common aspect of personal experience includes descriptions of the sensations and perceptions associated with the act of play itself. The following excerpt describes how the reviewer feels that he is able to get an adequate sense of the weights of different cars in the videogame The Fast and the
Furious. The notion of sense of weight is arguably an idea that is perhaps nebulous or hard to pin down objectively, so we find it interesting to note how often these kinds of sensations are described.
The inference of weight comes through beautifully, with
each and every car feeling like three thousand-pound
pieces of machinery rather than paperweights on wheels.
You have a great sense of speed and inertia because of
this, and the power that your wheels are kicking out
comes through the controller nicely.” – The Fast and the Furious (PS) Passages sharing this theme may also describe technical problems encountered, such as bugs or software crashes. As expected, emotions accompanying these descriptions often include anger, frustration, and disappointment. The appearance of this theme is testament to the inherent challenges of describing a game connecting what is in the game with what it feels like to play it. The former is arguably covered by the Description theme. The latter, covered by the Personal
Experience theme, lies outside of the game. It involves the emotions and feelings experienced through play. Gillen (2004) argues for more games journalism that eschews the traditional analytic) form of games writing over one that focuses on what a gamer feels and thinks […], not just the mechanics of how it got there (Gillen 2004) While we did find evidence of this sort of approach in game reviews, it is used mainly to support the analytic form of analysis.

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